The pair assumes two dominant specializations. With more developed trees the actual class depends on their dominance. Archmage separately requires at least three magic specializations.
All class combinations
The pair assumes two dominant specializations. With more developed trees the actual class depends on their dominance. Archmage separately requires at least three magic specializations.
Select a class name. Diagonal cells open the corresponding ordinary class baseline. On smaller screens the table scrolls horizontally.
Adds three to the hero’s action speed and three to combat movement.
Hero action speed / combat movement
+3 / +3
How the bonus works
Both values belong to the hero: one affects order, the other reachable positions. The class bonus does not increase the whole army’s daily adventure movement. The references associate it with Haste.
When to use it
Before direct offense compare the newly reachable target with retaliation and surrounding threats. A faster hero may act earlier, but speed alone does not ensure survival of a simultaneous exchange.
Original component-skill icons rather than separate class portraits. Game artwork rights
Strengthens applicable spell effects by twenty percent. Requires specialization in at least three of the five magic trees.
Applicable spell effects
+20%
Magic specializations
At least 3 of 5
How the bonus works
The five icons represent school options rather than five mandatory trees. A spell-formula bonus teaches no higher spell and does not turn an unchanged fixed effect into extra damage. Three trees occupy three of the five primary slots.
When to use it
Balance breadth against reaching the decisive high mastery promptly. Bohb illustrates five occupied magic trees: broad casting options with limited room for personal Combat.
Luck is personal. Heroes IV uses it defensively, so it is not interpreted as whole-army offensive damage using another game’s rule. Scouting and Nature also retain their separate uses.
When to use it
Agraynel is a documented campaign Bard. In exploration compare Stealth with guard strength; in direct combat plan actual survival and summons. Maximum Luck alone creates neither a valid spell target nor another action.
Teaches Magic Fist and strengthens Magic Fist and Ice Bolt by twenty percent.
Magic Fist / Ice Bolt
+20% / +20%
Automatically learned
Magic Fist
How the bonus works
Automatic learning applies to Magic Fist. For Ice Bolt the tables describe stronger effects rather than granting an entire school or every Order spell. Check each damage formula and target independently.
When to use it
Combat with Order gives a caster more personal durability. Before acting compare direct offense with an enhanced spell using the expected result and mana needed for the next encounter.
Strengthens Summon Wolf and Summon White Tiger by twenty percent.
Summon Wolf / Summon White Tiger
+20% / +20%
How the bonus works
The bonus applies to the two named spells. It increases neither recruitment nor every wolf or tiger’s ordinary maximum HP, and does not cover every other Nature summon. Count class effects separately from Nobility economics.
When to use it
Useful when actually using these summons while developing governance. On switching creatures reassess the bonus; the similar Beastmaster name does not establish identical coverage.
Original component-skill icons rather than separate class portraits. Game artwork rights
The working tables name wolves; Beast Lord additionally covers White Tiger. Combat supports personal fighting, but the class’s twenty percent is not a general multiplier on hero shooting or every animal.
When to use it
Value a summoned wolf as a specific extra action, screen or attacker. Erutan Revol is a documented campaign Beastmaster; choosing between personal offense and summoning still depends on targets and action order.
Adds a five-percent bonus to the Resurrection skill.
Resurrection bonus
5% · combination unresolved
How the bonus works
Affects the skill recovering eligible losses after combat rather than granting a new in-battle spell. The short tables do not resolve additive percentage points versus multiplying the existing value, or rounding.
When to use it
Assess Life with Nobility across a longer expedition where recovered losses and town growth have time to matter. Before the next attack use the army actually restored rather than an unverified percentage sum.
Reference difference or incomplete value
The short class tables do not specify exact Resurrection-bonus combination and rounding.
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Corresponds to permanent Mirth on the hero. Led creatures do not automatically receive this personal maximum; evaluate their morale separately through Tactics, Leadership and composition.
When to use it
For a hero with an important action assess the morale benefit with survival and reach. If the objective is mainly several creatures’ morale, compare this personal class with General or Lord Commander.
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The hero’s melee hit reduces the struck target’s morale to its negative maximum.
Struck target’s Morale
Negative maximum
How the bonus works
The effect corresponds to Sorrow on the struck target rather than an army-wide aura. It needs a valid hit and a morale-eligible target. Duration and removal depend on the actual battle state.
When to use it
Consider hitting an important stack whose future action matters. Against troops without ordinary morale choose through direct damage and hero safety rather than an inapplicable debuff.
Restores one hero HP for every two HP of personal melee damage dealt.
HP restored / melee damage dealt
1 : 2
How the bonus works
The attacking hero drains the health; this class line does not describe direct spell damage or an ordinary led creature’s attack. It corresponds to Vampiric Touch and depends on target eligibility and actual damage.
When to use it
Eligible actual damage of forty HP corresponds to twenty restored under the ratio before any healing limit. Compare simultaneous retaliation: draining health in an otherwise losing exchange does not ensure survival.
Strengthens demon-summoning spells by fifty percent.
Demon summoning
+50%
How the bonus works
Applies to demon summoning rather than automatically every Nature summon or daily Necromancy. Access to a particular demon still requires its actual prerequisites; the class name alone unlocks no top-tier summon.
When to use it
Compare available summons’ cost and budget with the immediate role. A fifty-percent budget gain may cross the next whole-creature threshold; resolve count only after dividing by creature experience value.
Original component-skill icons rather than separate class portraits. Game artwork rights
Strengthens summoning and illusion spells by twenty percent.
Summoning / illusion spells
+20% / +20%
How the bonus works
Illusion budgets and summoned-creature experience use different units. Apply the bonus to the correct formula before resolving whole-creature counts. The daily Summoning skill is a separate source of reinforcements.
When to use it
Choose between Order and Nature options through available targets and roles: an illusion of a strong stack, a blocking summon or extra shooting. Do not automatically count a combat-only stack in the next day’s army.
Original component-skill icons rather than separate class portraits. Game artwork rights
Increases friendly creatures’ melee and ranged Attack by ten percent.
Creature melee / ranged Attack
+10% / +10%
How the bonus works
Modifies both creature attack statistics. This class line does not strengthen direct hero-spell damage. For the resulting hit use the appropriate Attack and target defense together with actual penalties and abilities.
When to use it
An isolated ten-percent bonus nominally changes Attack twenty to twenty-two before other modifiers. Tactics with Scouting suits a commander connecting troop efficiency with reaching the next objective.
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Strengthens effects of fire-based spells by twenty percent.
Fire-based spells
+20%
How the bonus works
The condition is a fire-based spell. Chaos Magic membership does not turn Lightning into fire damage. Target protections follow the actual effect; greater strength does not bypass fire immunity.
When to use it
Before area fire check friendly targets and resistances too. Scouting helps route preparation, but for a hard encounter compare personal protection or a broader spell bonus.
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The hero is immune to fire-based spells and takes half damage from fire-based melee attacks.
Fire-based spells
Hero immunity
Fire-based melee attacks
50% damage taken
How the bonus works
The English FAQ explicitly specifies melee while the other table says fire-based attacks generally. Protection against ranged fire is therefore not treated as established. This is personal rather than army-wide fire immunity.
When to use it
Before fighting a fire creature check its actual attack type and additional abilities. When using friendly area spells protect the rest of the army, which does not inherit this personal class protection.
Reference difference or incomplete value
The narrower FAQ establishes half damage for fire-based melee; extending it to ranged attacks remains unverified.
Original component-skill icons rather than separate class portraits. Game artwork rights
The class point supports led creatures. Personal Combat still governs the hero’s own combat durability; General does not copy that defense to every stack. Morale eligibility depends on creature type.
When to use it
Tactics with Combat suits a commander who must survive on the field while supporting troops. Before another point compare class morale with specific command subskills and immediate threats to the hero.
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The hero’s melee attack can stun the target for one turn.
Special personal hit
Chance to stun · one turn
How the bonus works
The English references describe a chance to suppress an action and retaliation. Its exact trigger probability is not established here. The Polish table additionally lists five melee Attack, which the independent class references do not confirm.
When to use it
Value stun as a chance to alter the following sequence rather than a guaranteed safe opening. On failure the hero and the rest of the plan must withstand the ordinary response.
Reference difference or incomplete value
The stun probability and the Polish table’s additional five melee Attack are not independently confirmed.
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The bonus targets Ward protections. Check ordinary Magic Resistance, creature immunity and other protective effects separately. The class line is not universal removal of every enemy defense for the whole army.
When to use it
Valuable against a plan relying on actual Wards. Before investing identify whether a Ward or another protection is the obstacle; the class does not supply the desired breakthrough against a misidentified defense.
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Strengthens illusion-creating spells by twenty percent.
Illusion-spell effect
+20%
How the bonus works
An illusion stack follows the spell’s budget and target health. Twenty percent more effect does not guarantee twenty percent more whole creatures: rounding can leave the count unchanged. Permanent recruitment is unaffected.
When to use it
Choose a target whose next action can change the fight. Against Banish or similar removal assess whether the illusion can act usefully first. Tactics also supports the led army.
Original component-skill icons rather than separate class portraits. Game artwork rights
The personal melee attack can apply Aging and temporarily weaken the target.
Aging · Attack / Defense
−25% / −20%
Aging · speed / combat movement
−50% / −50%
How the bonus works
The working tables list minus twenty-five percent Attack, minus twenty percent Defense and half speed and combat movement. The trigger is probabilistic; the class guarantees no proc on every hit and does not automatically grant the undead type used in some modifications.
When to use it
Successful Aging can change subsequent reach and exchange costs. Prepare for a hit without Aging and an ineligible target too; the hero must survive making contact.
Reference difference or incomplete value
The short class references do not give a numeric Aging trigger probability.
Original component-skill icons rather than separate class portraits. Game artwork rights
The bonus accompanies Tactics and Nobility roles. The advanced class itself supplies no additional unlisted town-growth percentage and does not replace appointing a governor. Morale remains a combat statistic.
When to use it
Useful when combining economic development with leading an actual army. With mixed alignments compare each stack’s resulting morale rather than the class’s two alone; economic investment also needs time to supply troops.
Original component-skill icons rather than separate class portraits. Game artwork rights
Against Chaos-aligned creatures adds fifty percent personal melee and ranged Defense; against that school gives fifty-percent magic resistance. These are distinct protections belonging to the hero. Fifty percent more Defense does not directly halve each hit.
When to use it
Useful for a caster threatened by Chaos attacks and spells. Against a mixed army assess which expected attacks actually belong to the covered alignment.
Original component-skill icons rather than separate class portraits. Game artwork rights
Poison applies damage over time rather than subtracting its entire future total on the hit. Use the installed tooltip for budget, duration, repeated applications and immunity; the short class reference does not quantify them.
When to use it
The effect benefits from an eligible target remaining in combat long enough. Compare immediate removal of a threat and the cost of personal contact. An early battle end leaves part of forecast damage unapplied.
Reference difference or incomplete value
The short class tables do not quantify Ninja Poison’s exact strength, duration or reapplication rules.
Original component-skill icons rather than separate class portraits. Game artwork rights
Against Death-aligned creatures adds fifty percent personal melee and ranged Defense; against that school gives fifty-percent magic resistance. These are distinct protections belonging to the hero. Fifty percent more Defense does not directly halve each hit.
When to use it
Against Necropolis evaluate Death alignment rather than undead appearance alone. Protect the hero from other parts of a mixed army too; Combat supports personal durability separately from this targeted ward.
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The hero permanently has Spiritual Armor: personal melee and ranged Defense plus twenty-five percent.
Personal melee / ranged Defense
+25% / +25%
How the bonus works
Strengthens both personal defense statistics rather than every led stack or directly reducing every damage type by one quarter. Resolve shooting and melee through the appropriate defense.
When to use it
Life and Scouting can combine support with exploration. Before a detour compare actual personal defense with guard reach; permanent protection matters when the hero withstands the needed contact.
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The hero has Fire Shield, returning fire damage to melee attackers.
Fire returned on melee contact
25% damage in the reference
How the bonus works
The reference table lists twenty-five percent damage returned. The class shield is not the learned Fire Aura spell: it reacts to attacks on the hero. The attacker’s fire protection also matters.
When to use it
Assess whether the hero survives contact and whether returned damage changes subsequent actions. Against fire immunity the return has different value; the shield alone does not make surrounding safe.
Reference difference or incomplete value
The short table does not establish every special case of the returned-damage basis.
Original component-skill icons rather than separate class portraits. Game artwork rights
Gives the hero a ranged attack and adds five ranged Attack.
Personal ranged Attack
+5 and ranged ability
How the bonus works
The benefit belongs to the hero’s own shot rather than every shooter’s Attack. Sight, distance and obstacle penalties and ranged retaliation still follow the hero’s and target’s actual abilities.
When to use it
Combat and Scouting can make a shooter useful on a long expedition. Before investing further in direct offense compare the personal shot with support for a numerous stack; hero action opportunities remain limited.
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The hero permanently has Bloodlust: personal melee damage plus twenty-five percent.
Personal melee damage
+25%
How the bonus works
The effect belongs to personal melee damage rather than ranged stacks or direct Death spells. Before repeating the same enchantment check the active state and the hero’s actual resulting description.
When to use it
Tactics with Death suits a commander who actually makes melee attacks. Compare greater damage with personal defense and simultaneous retaliation; investing in troop support does not replace personal Combat.
Original component-skill icons rather than separate class portraits. Game artwork rights
Sight and daily movement are separate. The class bonus reveals nearby terrain, while reaching a distant objective still consumes the army’s real movement. Order Magic still needs the appropriate school rank and learned spells.
When to use it
Reveal junctions and guards before choosing the route. Seer can expose danger a scout should avoid; for the main fight compare wider sight with a combat-oriented advanced class.
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The hero permanently has Blur: ranged Defense plus fifty percent.
Personal ranged Defense
+50%
How the bonus works
Protects the personal statistic against ranged attacks. Melee Defense and magic resistance are separate; the hero needs other protection against contact or an eligible direct spell.
When to use it
Consider against dangerous shooting. When positioning check enemy sight and fast contact too; a sound plan does not let shooting protection hide a new flank threat.
Original component-skill icons rather than separate class portraits. Game artwork rights
Adds twenty experience points to the daily summoning budget.
Additional daily budget
20 creature XP
How the bonus works
Twenty is a budget in creature experience value rather than twenty creatures or HP. It concerns daily growth, not an automatic bonus cast each battle. The short class tables do not explain activation without the Summoning skill.
When to use it
Assess the remaining days and eligible creature type. For an immediate fight compare combat enhancement; reinforcements arriving later do not replace today’s missing screen.
Reference difference or incomplete value
Activation of the class bonus without the Summoning skill is not established by the short tables.
Original component-skill icons rather than separate class portraits. Game artwork rights
Increases friendly creatures’ melee and ranged Defense by ten percent.
Creature melee / ranged Defense
+10% / +10%
How the bonus works
The working value is defense, supported by the English table and Lena LeRay’s FAQ. The Polish row describes attack instead. Warden and Field Marshal modify different sides of the combat ratio.
When to use it
In isolation Defense twenty nominally becomes twenty-two before further effects. For a Nature army assess whether main-stack survival buys another shot or summon while also protecting the hero personally.
Reference difference or incomplete value
The Polish row lists attack; two independent English references support defense.
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Adds ten maximum mana and one additional mana regeneration per day.
Maximum mana
+10
Additional daily regeneration
+1
How the bonus works
Capacity and daily recovery are separate from damage. The class’s ten is neither ten hero levels nor a universal spell-strength bonus. Actual school mastery still governs learning.
When to use it
Chaos and Nature combine damage, control and summons. Across a long route value another affordable cast; for one short decisive fight compare endurance with another class’s direct spell boost.
Original component-skill icons rather than separate class portraits. Game artwork rights
Increases the hero’s personal melee Attack by five.
Hero melee Attack
+5
How the bonus works
Five modifies the hero’s melee attack statistic. It neither subtracts five HP from every retaliation nor copies personal Attack to all creatures. Nobility economics have separate conditions.
When to use it
Choose a melee target through defense, retaliation and nearby threats. Combat with Nobility suits a plan using personal fighting and governance; the Warlord name does not supply Tactics.
Original component-skill icons rather than separate class portraits. Game artwork rights
The melee attack applies Fear: an eligible target cannot retaliate and moves away.
Melee-hit effect
Fear · no retaliation and retreat
How the bonus works
Two class matrices and Spazz’s documented start support Chaos with Nobility. An older FAQ adds Death Magic as a third prerequisite; the discrepancy is retained without inserting that tree into the working pair. Target immunity can limit Fear.
When to use it
The target’s retreat can open space and change the next friendly attack. Recheck positions after the hit. Against an ineligible target do not assume unanswered contact automatically.
Reference difference or incomplete value
Lena LeRay’s FAQ additionally requires Death Magic; two matrices and Spazz’s documented skills support Chaos + Nobility.
Savings are flat. The short class tables do not establish the exact minimum cost or combination with other discounts; read the final casting cost in the actual spellbook. The discount itself teaches no spells.
When to use it
Five casts each eligible for the full two-point saving nominally save ten mana. Value grows with useful casts; compare whether removing a target sooner reduces the number of actions needed.
Reference difference or incomplete value
The class tables do not establish minimum cost or combination with further discounts.
The hero’s melee hit gives the target the lowest possible Luck.
Struck target’s Luck
Negative maximum
How the bonus works
The working English tables describe melee-triggered Misfortune. A returned wiki inventory also includes ranged attacks; that extension remains marked for verification. Heroes IV Luck affects defensive resolution rather than the offensive critical-hit rule of other entries.
When to use it
After a valid hit plan follow-up attacks around the target’s changed state. First assess whether direct contact costs the hero more than subsequent focused fire saves.
Reference difference or incomplete value
Melee activation is documented; another inventory extends it to ranged attacks, which remains unverified here.
Original component-skill icons rather than separate class portraits. Game artwork rights
Base Heroes IV / Complete rules. Equilibris and other modifications can change bonuses. Table discrepancies are marked on the relevant class. Five primary skill slots allow at most twenty individual abilities; a learned tree and a dominant specialization are different conditions.